![]() However it can probably be extracted from the game files using stuff like UnityAssetBundleExtractor, which you can download for free on its website. Hey, the file shared by dagart is compiled in the game when we build it, which means it can't be found in the game folders. Maybe there is some kind of data export command in the game that can create the file? Im not sure to what degree but it seems the base games RuntimeModule data is collected and determined during the games startup where it is kept in memory (not disk). I also wanted to know "where" on my computer I can find the file posted by dagart but after some poking around I belive that the file does not actualy exist on disk. Its the same kind of xml RuntimeModule someone would use to create a mod so you should be able to mostly copy paste parts right into your own. ![]() Jaecaron, I found the data type document posted by dagart here. Is have not found a specification of the data types within the xml-files, so is there a better way than guessing from the name and trial-and-error? for GUI elements there are many extra types (DataType=", Assembly-CSharp-firstpass" has more than 30 extra types). In many cases I am able to deduct the data type from the xml-file I am changing, but e.g. ![]() I have a pretty basic question regarding modding: Is there a good way to identify the data type and extra type that I have to specify when adding a database plugin for my mod. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |